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3

The first thing I recommend you is to always start class names with a capital letter. That way you can immediately see whether something is a class or a variable. But that is style and shouldn't ruin your code. What actually is wrong as far as I know is the public keyword before var d:TextField. You declare that variable inside a function, and variables ...


3

I'll interpret your question this way: In the context where I want to produce stuff, should I keep on making games with Flash given the current situation? From experience, if the publisher of an API or library stops supporting that said API/library, you'll be fine for some time, then it's going to start to be harder to work with the API as new OS will ...


2

Old question, but: If you have your games using Vector graphics, it's not bad, but it's likely not good. You get much better performance with bitmaps, especially if you're using a framework to use hardware acceleration for those bitmaps (e.g. Starling). Sure, some games can work with vector graphics, especially if it's in the desktop. On a mobile device or ...


2

Found it. It was the semicolon (;) after the [SWF(...)] that killed it. Got it rocking now :) I believe the FLEX compiler is to blame here, since tutorials also have this semicolon, they'll probably used the Flash IDE...


1

Sadly, as things are of now, you can't run Unity3D content in flex. There is simply not enough Flex users for Unity to support it with their plugin. However, there are some hope coming in Unity 5, since it will be possible (at least promised) to build games that run straight with WebGL, discarding the need for a Unity Web player plugin (at least for most ...


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